<html>
	<head>
		<meta charset="utf-8"></meta>
		<title>BParticle</title>
		<link href="./style.css" rel="stylesheet" type="text/css"/>
	</head>
	<body>
		<div class="class" name="BParticle">
			<h1>BParticle</h1>
			<p>继承自<a href="BShape.html">BShape</a></p>
			<p id="resume"><a href="#desc">详细</a></p>
			<h2>public</h2>
			<table id="public">
				<tr><td align="right"></td><td><a href="#BParticle()">BParticle</a>();</td></tr>
				<tr><td align="right"></td><td><a href="#BParticle(const BParticle&)">BParticle</a>(const BParticle& other);</td></tr>
				<tr><td align="right"></td><td><a href="#~BParticle()">~BParticle</a>();</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#copy(const BShape*)">copy</a>(const BShape* other);</td></tr>
				<tr><td align="right">virtual BShape* </td><td><a href="#clone()">clone</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setPoints(BVector*, int)">setPoints</a>(BVector* points, int numPoints);</td></tr>
				<tr><td align="right">const BVector* </td><td><a href="#getPoints()">getPoints</a>() const;</td></tr>
				<tr><td align="right">BVector* </td><td><a href="#getPoints()">getPoints</a>();</td></tr>
				<tr><td align="right">int </td><td><a href="#getNumPoints()">getNumPoints</a>() const;</td></tr>
				<tr><td align="right">BVector </td><td><a href="#getPoint(int)">getPoint</a>(int index) const;</td></tr>
				<tr><td align="right">void </td><td><a href="#addImage(BImage*)">addImage</a>(BImage* image);</td></tr>
				<tr><td align="right">void </td><td><a href="#removeImage(BImage*)">removeImage</a>(BImage* image);</td></tr>
				<tr><td align="right">void </td><td><a href="#clearImages()">clearImages</a>();</td></tr>
				<tr><td align="right">void </td><td><a href="#setParticleDuration(int)">setParticleDuration</a>(int seconds);</td></tr>
				<tr><td align="right">int </td><td><a href="#particleDuration()">particleDuration</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setEmitterDuration(int)">setEmitterDuration</a>(int seconds);</td></tr>
				<tr><td align="right">int </td><td><a href="#emitterDuration()">emitterDuration</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setSize(const BRealSize&)">setSize</a>(const BRealSize& size);</td></tr>
				<tr><td align="right">const BRealSize& </td><td><a href="#size()">size</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setAngularLimit(const BVector&, const BVector&)">setAngularLimit</a>(const BVector& minAngle, const BVector& maxAngle);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#clear()">clear</a>();</td></tr>
				<tr><td align="right">using </td><td><a href="#BShape::query;()">BShape::query;</a></td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#query(const BString&, BValue&)">query</a>(const BString& text, BValue& value) const;</td></tr>
				<tr><td align="right">virtual BVector </td><td><a href="#inertia(BReal)">inertia</a>(BReal mass) const;</td></tr>
				<tr><td align="right">virtual BVector </td><td><a href="#vertex(const BVector&)">vertex</a>(const BVector& direct) const;</td></tr>
			</table>
			<h2>protected</h2>
			<table id="protected">
				<tr><td align="right">virtual void </td><td><a href="#refresh(BBox&)">refresh</a>(BBox& box);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#render(BRender&)">render</a>(BRender& render);</td></tr>
			</table>
			<div id="desc">
				<h2>详细介绍：</h2>
			</div>
			<h2 id="docs">成员文档：</h2>
			<div id="BParticle()">
				<h3>BParticle();</h3>
			</div>
			<div id="BParticle(const BParticle&)">
				<h3>BParticle(const BParticle&amp; other);</h3>
			</div>
			<div id="~BParticle()">
				<h3>~BParticle();</h3>
			</div>
			<div id="copy(const BShape*)">
				<h3>virtual void copy(const BShape* other);</h3>
			</div>
			<div id="clone()">
				<h3>virtual BShape* clone() const;</h3>
			</div>
			<div id="setPoints(BVector*, int)">
				<h3>void setPoints(BVector* points, int numPoints);</h3>
			</div>
			<div id="getPoints()">
				<h3>const BVector* getPoints() const;</h3>
			</div>
			<div id="getPoints()">
				<h3>BVector* getPoints();</h3>
			</div>
			<div id="getNumPoints()">
				<h3>int getNumPoints() const;</h3>
			</div>
			<div id="getPoint(int)">
				<h3>BVector getPoint(int index) const;</h3>
			</div>
			<div id="addImage(BImage*)">
				<h3>void addImage(BImage* image);</h3>
			</div>
			<div id="removeImage(BImage*)">
				<h3>void removeImage(BImage* image);</h3>
			</div>
			<div id="clearImages()">
				<h3>void clearImages();</h3>
			</div>
			<div id="setParticleDuration(int)">
				<h3>void setParticleDuration(int seconds);</h3>
			</div>
			<div id="particleDuration()">
				<h3>int particleDuration() const;</h3>
			</div>
			<div id="setEmitterDuration(int)">
				<h3>void setEmitterDuration(int seconds);</h3>
			</div>
			<div id="emitterDuration()">
				<h3>int emitterDuration() const;</h3>
			</div>
			<div id="setSize(const BRealSize&)">
				<h3>void setSize(const BRealSize&amp; size);</h3>
			</div>
			<div id="size()">
				<h3>const BRealSize&amp; size() const;</h3>
			</div>
			<div id="setAngularLimit(const BVector&, const BVector&)">
				<h3>void setAngularLimit(const BVector&amp; minAngle, const BVector&amp; maxAngle);</h3>
			</div>
			<div id="clear()">
				<h3>virtual void clear();</h3>
			</div>
			<div id="BShape::query;()">
				<h3>using BShape::query;</h3>
			</div>
			<div id="query(const BString&, BValue&)">
				<h3>virtual bool query(const BString&amp; text, BValue&amp; value) const;</h3>
			</div>
			<div id="inertia(BReal)">
				<h3>virtual BVector inertia(BReal mass) const;</h3>
			</div>
			<div id="vertex(const BVector&)">
				<h3>virtual BVector vertex(const BVector&amp; direct) const;</h3>
			</div>
			<div id="refresh(BBox&)">
				<h3>virtual void refresh(BBox&amp; box);</h3>
			</div>
			<div id="render(BRender&)">
				<h3>virtual void render(BRender&amp; render);</h3>
			</div>
		</div>
	</body>
</html>